ReGameDLL_CS/regamedll/dlls/bot/states/cs_bot_fetch_bomb.cpp

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#include "precompiled.h"
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// Move to the bomb on the floor and pick it up
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/* <5587b3> ../cstrike/dlls/bot/states/cs_bot_fetch_bomb.cpp:17 */
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void FetchBombState::__MAKE_VHOOK(OnEnter)(CCSBot *me)
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{
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me->DestroyPath();
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}
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// Move to the bomb on the floor and pick it up
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/* <5587fa> ../cstrike/dlls/bot/states/cs_bot_fetch_bomb.cpp:26 */
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void FetchBombState::__MAKE_VHOOK(OnUpdate)(CCSBot *me)
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{
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if (me->IsCarryingBomb())
{
me->PrintIfWatched( "I picked up the bomb\n" );
me->Idle();
return;
}
CBaseEntity *bomb = TheCSBots()->GetLooseBomb();
if (bomb != NULL)
{
if (!me->HasPath())
{
// build a path to the bomb
if (me->ComputePath(TheNavAreaGrid.GetNavArea(&bomb->pev->origin), &bomb->pev->origin, SAFEST_ROUTE) == false)
{
me->PrintIfWatched("Fetch bomb pathfind failed\n");
// go Hunt instead of Idle to prevent continuous re-pathing to inaccessible bomb
me->Hunt();
//return;
}
}
}
else
{
// someone picked up the bomb
me->PrintIfWatched("Bomb not loose\n");
me->Idle();
return;
}
// look around
me->UpdateLookAround();
if (me->UpdatePathMovement() != CCSBot::PROGRESSING)
me->Idle();
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}
#ifdef HOOK_GAMEDLL
void FetchBombState::OnEnter(CCSBot *me)
{
OnEnter_(me);
}
void FetchBombState::OnUpdate(CCSBot *me)
{
OnUpdate_(me);
}
#endif // HOOK_GAMEDLL